Implementating JPG's to handle a mouse event

Hi i made an applet where i have 2 circles drawn in by paint and 1 cirlce runs from top of the applet to the bottom and the other circle runs from the left side to the right side of the applet and when

it hears a mouse event the 2 circles go back in the dirction they were going and vice versa. But i want to change the cirlces to 2 JPG's having the same interaction. Here is the code so far , can anyone help.?

import java.applet.*;

import java.awt.*;

public class MouseEvents extends Applet implements Runnable

{

// Initialisierung der Variablen

int x_pos = 10;// x - Position des Balles

int y_pos = 100;// y - Position des Balles

int x_speed = 10;// Geschwindigkeit des Balles in x - Richtung

int radius = 50;// Radius des Balles

int appletsize_x = 550; // Gre des Applets in x - Richtung

int appletsize_y = 550;// Gre des Applets in y - Richtung

// Variables for Double Buffering

private Image dbImage;

private Graphics dbg;

Image backImage;

public void init()

{

//setBackground (Color.orange);

backImage = getImage (getCodeBase(),"bigsmile.jpg");

}

//Start method is called every time you enter teh HTML site with the applet

public void start ()

{

// Defines a new thread

Thread th = new Thread (this);

// Starts this Thread

th.start ();

}

public void stop()

{

}

public void destroy()

{

}

/* Die Methode mouseDown f齨gt die Mausereignisse auf, die beim clicken der Maus auf

das Applet entstehen. Danach soll sich die Bewegungsrichtung des Balles umkehren */

public boolean mouseDown (Event e, int x, int y)

{

// 齨dern des Richtungsvektors

x_speed = - (x_speed);

// in diesem Fall unsinniger, aber verlangter R齝kgabewert

return true;

}

public void run ()

{

// Lower Thread priority

Thread.currentThread().setPriority(Thread.MIN_PRIORITY);

// Run for a long while (true) this means in our case ALWAYS

while (true)

{

// Wenn der Ball den rechten Rand ber齢rt, dann prallt er ab

if (x_pos > appletsize_x - radius)

{

// 齨dern der Richtung des Balles

x_speed = -1;

}

// Ball br齢rt linken Rand und prallt ab

else if (x_pos < radius)

{

// 齨dern der Richtung des Balles

x_speed = +1;

}

// Ver齨dern der x- Koordinate

x_pos += x_speed;

// Neuzeichnen des Applets

repaint();

try

{

// Stoppen des Threads f齬 in Klammern angegebene Millisekunden

Thread.sleep (20);

}

catch (InterruptedException ex)

{

// do nothing

}

// Zur齝ksetzen der ThreadPriority auf Maximalwert

Thread.currentThread().setPriority(Thread.MAX_PRIORITY);

}

}

/** Update - Methode, Realisierung der Doppelpufferung zur Reduzierung des Bildschirmflackerns */

public void update (Graphics g)

{

// Initialisierung des DoubleBuffers

if (dbImage == null)

{

dbImage = createImage (this.getSize().width, this.getSize().height);

dbg = dbImage.getbigsmile ();

}

// Bildschirm im Hintergrund l齭chen

dbg.setColor (getBackground ());

dbg.fillRect (0, 0, this.getSize().width, this.getSize().height);

//dbg.setColor (getBackground ());

//dbg.fillRect (0, 0, this.getSize().width, this.getSize().height);

// Auf gel齭chten Hintergrund Vordergrund zeichnen

dbg.setColor (getForeground());

paint (dbg);

// Drawing the Image

g.drawImage (dbImage, 0, 0, this);

}

public void paint (Graphics g)

{

g.drawImage (backImage, 0, 0, this);

g.setColor (Color.black);

g.fillOval (y_pos - radius, x_pos - radius, 2 * radius, 2 * radius);

g.setColor (Color.red);

g.fillOval (x_pos - radius, y_pos - radius, 2 * radius, 2 * radius);

}

}

[4044 byte] By [Java_chica] at [2007-9-27 23:51:19]
# 1
I think you're confused between JPG, which is a compression format that you might use to save a file and onscreen images, which exist in memory. If you load a jpg into your application/applet it is then treated the same as any other image type.
Breakfasta at 2007-7-7 16:43:56 > top of Java-index,Other Topics,Java Game Development...